tag:blogger.com,1999:blog-871571524985562947.post39062153363994194..comments2023-10-15T22:56:47.226+01:00Comments on The Last Chance War: Empire Tactica Part 10: OutridersJack Finn http://www.blogger.com/profile/06903601053894000515noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-871571524985562947.post-23130059822066761692013-02-21T08:47:43.922+00:002013-02-21T08:47:43.922+00:00Wow! This comment was awesomely useful!
Feel fre...Wow! This comment was awesomely useful! <br /><br />Feel free to add these juicy tidbits of obviously great wisdom to all my tactics articles. You clearly know your stuff more than I do! Jack Finn https://www.blogger.com/profile/06903601053894000515noreply@blogger.comtag:blogger.com,1999:blog-871571524985562947.post-5711149960214732142013-02-20T18:01:27.311+00:002013-02-20T18:01:27.311+00:00Some suggestions:
- deploy in units of more than ...Some suggestions:<br /><br />- deploy in units of more than 5. 6 tends to be minimum for me, this allows you to handily place them in two ranks of 3 for maximum shots while not blocking too much LOS for your other units. Larger units can also work but there is a balance to be struck here: 2 units of 6 gives you more flexibility when choosing targets than one big unit of 12 - on the other hand 12 outriders constitutes a formidable target to charge if they are allowed to stand and shoot (36 shots!) which should deter many units.<br /><br />- maneuvering covers your other points. First, vanguard should always be used carefully to ensure that you get to shoot if you get the first turn, while not getting too close to the enemy so that they can charge you in turn 1. Secondly, use the enemy's (understandable) wish to charge them to your benefit by either positioning the outriders some place where the enemy will be led far from the main battle - and then either move 16" to safety when things get too hot, or if possible shoot them down to a man before they get to you. Alternatively, set them up in front of your line and flee when charged, thereby exposing the enemy to a charge in your turn from one of your heavy units (knights or a big block). Make sure that your flee will not take you off the table by leaving enough space between the back of your units and the table edge for the outriders to fit in - this will also protect them behind your units, and if done correctly could boost your flee move up to 12"+ by carefully planned "bounces" through your own units.<br /><br />- finally, being shot at or fireballed is definitely bad news for outriders. First, find the right unit size to ensure that you deny VPs from your opponent. If you play with reducing to 25% gives 50% VP, then 6 or 7 is a good size, as your opponent will get no VPs if just two models are left. Secondly, position them in cover. Vanguard is again useful here. A sufficient contingent of Outriders can, like a helblaster, deter the opponent from advancing on a particular route, by leaving your outriders in cover but with a clear line of fire should the opponent cross a certain point.Anonymousnoreply@blogger.com